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Correct typo
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@ -91,7 +91,7 @@ release of version 4.6.
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Originally, we wanted OpenGL to use this backend, discontinuing support for GLSL.
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Reality always hits back like the laws of thermodynamics, delaying the release of Hades for several months.
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Driver support for SPIR-V in Windows is very bad (specially for Nvidia), with only the Linux Mesa drivers having a correct and fast implementation.
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Driver support for SPIR-V in Windows is very bad (especially for Nvidia), with only the Linux Mesa drivers having a correct and fast implementation.
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So we decided to keep the option as an experimental feature, focusing on the old GLSL and GLASM backed first. We plan to improve SPIR-V rendering and performance later.
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Ideally, SPIR-V in OpenGL should be a jack-of-all-trades, a mix of the performance of GLSL and the shader build times of GLASM.
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